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f23a05eecd
* z_draw.c OK * more files
118 lines
4.7 KiB
C
118 lines
4.7 KiB
C
#include "global.h"
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#include "terminal.h"
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/**
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* Update the `carriedActor`'s position based on the dynapoly actor identified by `bgId`.
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*/
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void DynaPolyActor_UpdateCarriedActorPos(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
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MtxF prevTransform;
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MtxF prevTransformInv;
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MtxF curTransform;
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Vec3f pos;
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Vec3f tempPos;
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if (DynaPoly_IsBgIdBgActor(bgId)) {
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SkinMatrix_SetTranslateRotateYXZScale(
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&prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
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colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z,
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colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y,
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colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x,
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colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z);
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if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) != 2) {
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SkinMatrix_SetTranslateRotateYXZScale(
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&curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x,
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colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z,
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colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y,
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colCtx->dyna.bgActors[bgId].curTransform.rot.z, colCtx->dyna.bgActors[bgId].curTransform.pos.x,
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colCtx->dyna.bgActors[bgId].curTransform.pos.y, colCtx->dyna.bgActors[bgId].curTransform.pos.z);
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// Apply the movement of the dynapoly actor `bgId` over the last frame to the `carriedActor` position
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// pos = curTransform * prevTransformInv * pos
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// Note (curTransform * prevTransformInv) represents the transform relative to the previous frame
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SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &carriedActor->world.pos, &tempPos);
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SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos);
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carriedActor->world.pos = pos;
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#if OOT_DEBUG
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if (BGCHECK_XYZ_ABSMAX <= pos.x || pos.x <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.y ||
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pos.y <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.z || pos.z <= -BGCHECK_XYZ_ABSMAX) {
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PRINTF(VT_FGCOL(RED));
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//! @bug file and line are not passed to PRINTF
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// "Position is not valid"
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PRINTF(
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"BGCheckCollection_typicalActorPos():位置が妥当ではありません。\npos (%f,%f,%f) file:%s line:%d\n",
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pos.x, pos.y, pos.z);
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PRINTF(VT_RST);
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}
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#endif
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}
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}
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}
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/**
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* Update the `carriedActor`'s Y rotation based on the dynapoly actor identified by `bgId`.
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*/
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void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
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if (DynaPoly_IsBgIdBgActor(bgId)) {
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s16 rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
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if (carriedActor->id == ACTOR_PLAYER) {
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((Player*)carriedActor)->yaw += rotY;
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}
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carriedActor->shape.rot.y += rotY;
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carriedActor->world.rot.y += rotY;
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}
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}
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void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId) {
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if (DynaPoly_IsBgIdBgActor(bgId)) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
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if (dynaActor != NULL) {
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DynaPolyActor_SetActorOnTop(dynaActor);
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if (CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_26)) {
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func_80043538(dynaActor);
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}
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}
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}
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}
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/**
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* Update the `carriedActor`'s position and Y rotation based on the dynapoly actor identified by `bgId`, according to
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* the dynapoly actor's move flags (see `DYNA_TRANSFORM_POS` and `DYNA_TRANSFORM_ROT_Y`).
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*/
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s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
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s32 result = false;
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DynaPolyActor* dynaActor;
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if (!DynaPoly_IsBgIdBgActor(bgId)) {
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return false;
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}
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if ((colCtx->dyna.bgActorFlags[bgId] & BGACTOR_1) || !(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE)) {
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return false;
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}
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dynaActor = DynaPoly_GetActor(colCtx, bgId);
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if (dynaActor == NULL) {
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return false;
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}
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if (dynaActor->transformFlags & DYNA_TRANSFORM_POS) {
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DynaPolyActor_UpdateCarriedActorPos(colCtx, bgId, carriedActor);
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result = true;
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}
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if (dynaActor->transformFlags & DYNA_TRANSFORM_ROT_Y) {
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DynaPolyActor_UpdateCarriedActorRotY(colCtx, bgId, carriedActor);
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result = true;
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}
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return result;
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}
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